Child Study Center Grand Rounds 05.25.2021
June 08, 2021A Game Changer: Using Videogames as Interventions to Improve Adolescent Health and Well-being
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- 00:00Before I introduce her superb
- 00:02speaker for today, I want to tell
- 00:04you about our speaker for next week.
- 00:07We're coming close to the
- 00:09end of the academic year,
- 00:10but we have some really very good
- 00:13things lined up next Tuesday.
- 00:15We're going to have our very own
- 00:17alumna from the CHILD Study Center.
- 00:19Lisa Akbar is going to be giving
- 00:22us grand rounds and talking about
- 00:24some of the very important.
- 00:27Anti racism interventions that
- 00:28she and others are taking a lead
- 00:32in at the American Psychological
- 00:34Association and it's really a
- 00:37feather in every every one of
- 00:39the Child Study Center's captive.
- 00:41That metaphor works to know that my
- 00:43son is now the Chief Diversity officer
- 00:46of the American Psychological Association,
- 00:49including all of its I think 100,000 members.
- 00:53So that is really remarkable.
- 00:55And she's doing that from.
- 00:57Here from New Haven CT.
- 00:59Actually.
- 01:00From Westville she lives not far from me,
- 01:03so that's that's in some way.
- 01:05The prodigal daughter come back,
- 01:07although if you have some left,
- 01:10so that's next week.
- 01:12My son Akbar.
- 01:14Today I'm really delighted about
- 01:16this grand rounds.
- 01:17I've been looking forward to.
- 01:20It's in some ways the second.
- 01:22I wouldn't say that it's a series,
- 01:25but it's two grand rounds on
- 01:27an area and a topic that is new
- 01:30and exciting to many of us,
- 01:32and yet something that I for
- 01:34one know very little about.
- 01:36You may remember that about a month
- 01:39or six weeks ago we have Kim we had
- 01:42Kim Hatchet from the play to prevent lab.
- 01:45She talked about gaming and some of
- 01:48the games that she has developed and.
- 01:51And today we have this
- 01:53related presentation by Lynn.
- 01:59Lean philein we tried this
- 02:01in the pre final Celine.
- 02:04I was very generous, among other things,
- 02:07and tell me how to pronounce her name,
- 02:10which of course already screwed up.
- 02:12So Lynn, as you can use a professor
- 02:15of medicine and public health.
- 02:17She's also a professor at
- 02:19the Yale Child Study Center,
- 02:21so that tells you that she has any
- 02:23number of collaborations with us
- 02:25with colleagues in the department.
- 02:27She is the director of this
- 02:30plate to prevent lab at the.
- 02:33At Yale and maybe a year ago,
- 02:37I didn't even know.
- 02:39That we have such a thing as,
- 02:42you know, play in gaming journals
- 02:45in health and mental health.
- 02:47It's a whole area that we
- 02:50know very little about, so.
- 02:53Lynn is the director of
- 02:56that play to prevent Lab.
- 02:58She and her team focus on developing
- 03:01and evaluating videogame interventions
- 03:02in this in the form of serious
- 03:05claims to impact the health
- 03:07and well being of adolescence,
- 03:09including around smoking,
- 03:10vaping, HIV prevention,
- 03:12HIV counseling and testing,
- 03:13sexual mental health in adolescents.
- 03:15We heard some of that with Kim
- 03:18and mental health in general,
- 03:20an opioid, abuse in particular.
- 03:23So she and her lab are internationally
- 03:26renowned for their novel work.
- 03:28She has all sorts of interesting
- 03:30and extensive funding,
- 03:31and we were just talking about dear friends
- 03:34who we know from various study sections.
- 03:37So when we're delighted to have you here.
- 03:41Take it away and we're
- 03:42going to meet everyone.
- 03:44Just remember Lynn after we mute
- 03:46everyone to please unmute yourself.
- 03:48So Lynn, welcome to the Child Study Center.
- 04:08Glenn, you're on mute still.
- 04:13Alright, so should I
- 04:14start that all over again?
- 04:16I just been talking myself.
- 04:18Gotta love technology.
- 04:19OK I will start from the beginning
- 04:22so thank you Andras for that
- 04:24for that introduction and to you
- 04:26and Linda for having me here,
- 04:28it's good to see everybody.
- 04:29Please tell me if I'm muted again.
- 04:33So, so I'm very pleased to talk
- 04:35with you about the work that we've
- 04:37been doing at the play play to
- 04:39prevent Lab for the last 12 years.
- 04:41Using video games as interventions to
- 04:43improve adolescent health and well being.
- 04:45As you'll see from some of my sides,
- 04:48this is really a team effort.
- 04:49This is work that cannot be
- 04:51done by any one of us alone.
- 04:53I want to give a shout out to Linda Mays,
- 04:57who actually helped me write
- 04:58my first grant in this area,
- 05:00so it's really wonderful to come
- 05:02back now to be able to share
- 05:04where we have gone from there.
- 05:09Up OK, given technology is let's see.
- 05:16OK, so just a quick disclosure.
- 05:18I am co-founder and equity holder of
- 05:20a new spin out company from my lab
- 05:23which is called label that focuses
- 05:25on the marketing and distribution
- 05:26of our video game interventions.
- 05:31And since I spent the last decade
- 05:33becoming a big fan of play,
- 05:35I just wanted to share this quote,
- 05:38which I really like as I love
- 05:40playing and I'm also getting older.
- 05:42It seemed very appropriate.
- 05:46So this is just a brief outline of
- 05:48what I'm going to talk about with you.
- 05:51So first is how did we get here?
- 05:55Really involved building a program
- 05:57and a team, building a platform,
- 05:59and then what we're looking at
- 06:01in terms of our next steps.
- 06:02This seems to be on autopilot,
- 06:04so how did we get here?
- 06:06So this is my was my still is my son Liam,
- 06:10who at the time was.
- 06:1310 years old and he loved
- 06:15playing video games.
- 06:16In fact, everyone in our House love playing
- 06:18video games between my husband, my.
- 06:21We had five kids between the ages
- 06:23of nine and 19 and everyone was
- 06:26playing something on a device
- 06:29on a phone on a console,
- 06:31on a computer,
- 06:32and it really struck me that this was
- 06:35a way to engage engaged teenagers in
- 06:37in something healthy that we might be
- 06:40able to use this delivery vehicle,
- 06:42specifically a video games to deliver
- 06:46something that would be good for them.
- 06:49And so about 12 years ago I submitted
- 06:51a grant in response to this RFA
- 06:54from the National Institute of
- 06:56Child Health and Human Development,
- 06:58proposing to develop and evaluate a
- 07:00video game intervention specifically
- 07:02around HIV prevention and at
- 07:03risk adolescents.
- 07:06And sort of amazingly,
- 07:08the NIH jumped out of their comfort
- 07:10zone and funded this first grant,
- 07:13which really allowed me to do a stab
- 07:16lish the play to prevent lab and
- 07:19start this large five year project
- 07:21that was focused on developing
- 07:23a game around risk reduction in
- 07:26HIV prevention in younger teens.
- 07:31So as I said, this allowed
- 07:33me to establish the play to
- 07:34prevent lab subsequently done.
- 07:36The Yale Center for Health Learning games.
- 07:38And as you've heard,
- 07:40we really focus on developing and
- 07:42evaluating video games using constructs
- 07:44from social and emotional learning,
- 07:46character development to impact
- 07:48health outcomes in adolescents.
- 07:53And once I established my lab,
- 07:55really, the key was to establish a
- 07:57team and as I started out this talk,
- 08:00you know this is very much of a
- 08:02team effort and this became what
- 08:04I claimed our collective brain.
- 08:06And again, not any single one
- 08:08of us could do this work alone.
- 08:11It really has been a huge
- 08:13collaborative effort and not only
- 08:15sort of in terms of within, you know,
- 08:17sort of different disciplines.
- 08:18But really, as you can see from here.
- 08:22You know four different sides.
- 08:24If you will of this team,
- 08:27so there's the science side.
- 08:29You know folks with expertise and Pediatrics,
- 08:33adolescent medicine, addiction,
- 08:34social and community psychology statistics.
- 08:38Very importantly, the Community side.
- 08:39This is just a small sample of the
- 08:42schools that we've worked with.
- 08:44We've now worked with many,
- 08:46many schools,
- 08:47school based health centers after school
- 08:49programs in Connecticut now nationally,
- 08:51and they, their students,
- 08:52their teachers.
- 08:53Their parents had been absolutely
- 08:55fundamental and doing this work.
- 08:58The game side includes folks with expertise
- 09:00both in serious games and commercial games,
- 09:03and serious games is what we're
- 09:05talking about here today,
- 09:06so serious games are games that are
- 09:08for purpose beyond just entertainment,
- 09:11so they hope to accomplish something.
- 09:13And so these are some of the serious end
- 09:16commercial game developers we work with,
- 09:18most notably,
- 09:19Shell Games has been our game development
- 09:22partner for the past 12 years.
- 09:23They're based in Pittsburgh
- 09:25affiliated with Carnegie Mellon,
- 09:26and had been a fabulous partner.
- 09:29And then some of our institutional partners.
- 09:31And these are folks who have
- 09:34helped with funding.
- 09:35These projects,
- 09:36as well as just offering
- 09:38support and you know,
- 09:39and promotion and you know really
- 09:41their own sort of areas of expertise
- 09:44to help get this work done.
- 09:46So again,
- 09:47this collective brain is fundamental
- 09:49to all of these projects.
- 09:53The other thing was to build a
- 09:56platform to start thinking about.
- 09:58You know where we were going
- 10:00to build our stories from.
- 10:02The from the go into these games,
- 10:05how were we going to use those stories?
- 10:08The artwork, the voice,
- 10:10and really think about creating
- 10:13something that could be. You know?
- 10:16Retooled sort of reinvented
- 10:18with each new game project.
- 10:20These projects take an extraordinary
- 10:22extraordinary amount of time,
- 10:23effort, and funding,
- 10:24and so to think about building a
- 10:27platform that might be sustainable
- 10:29that we could then subsequently
- 10:32build other games off of.
- 10:33And you'll see how we ended
- 10:36up being able to do that.
- 10:41And then really starting
- 10:43each of our game projects.
- 10:45And I'm disgusting really.
- 10:46The first game project that
- 10:48came from that first NIH grant.
- 10:50We start with doing a lot of formative work,
- 10:54and that is really going
- 10:55out into the community.
- 10:57We've built amazing community partnerships.
- 10:59Specifically tityra pendergrass.
- 11:00Boomer, who's been with my lab,
- 11:02last eight or nine years now,
- 11:04has become sort of our community.
- 11:08Whisperer she builds relationships that
- 11:10are longstanding and incredibly valuable.
- 11:13I hope from you know, from both sides,
- 11:16and so we really work.
- 11:19Start by working with the kids.
- 11:23And running focus groups,
- 11:24talking with them, getting,
- 11:26you know their input and their stories,
- 11:28which really serve as a foundation
- 11:30for for each of our games.
- 11:32And that's really the the place
- 11:34that we first start is with
- 11:36those focus groups talking with
- 11:38really what now has come down to
- 11:41hundreds and hundreds of teenagers.
- 11:45And for those of you,
- 11:46many of you who work with teenagers,
- 11:49you know that getting them to talk
- 11:51about themselves or the things in their
- 11:53life is not always the easiest thing.
- 11:55I've raised three teenagers, and, you know,
- 11:57have spent years with asking them.
- 11:59How was your day and then saying fine?
- 12:01Or what did you do nothing?
- 12:04So we really had to come up with some
- 12:07creative methods to engage teenagers and
- 12:09have them share some of these stories.
- 12:12Their stories with us.
- 12:14So this is an example of actually a
- 12:17drawing that we commissioned from now.
- 12:19A very famous artist.
- 12:21That we wanted,
- 12:23we asked him to create an image
- 12:25of teenagers in a party setting,
- 12:26but without anything overtly risky going on,
- 12:29and this is the image we ended up with,
- 12:31which I have grown to love and what
- 12:34we did is we brought together a
- 12:36group of about 10 or 12 kids in a
- 12:39focus group and we gave them each
- 12:41a copy of this and all we said was
- 12:44what do you think is going on here?
- 12:47And the stories that that came
- 12:49from these kids,
- 12:51the things they talked about, the.
- 12:55I know what the different parts of this
- 12:57picture invoked in them was really amazing.
- 13:00So for example,
- 13:01in one small group,
- 13:02if you look back down to
- 13:04the center in the very back,
- 13:06the little girl who looks like she's
- 13:08looking at her watch about 80% of
- 13:11the teen girl said that she had
- 13:13just found out she was pregnant.
- 13:16Which was pretty astonishing to sort
- 13:18of see that that was sort of what if
- 13:22you will what they read into this
- 13:24picture and what they could talk about,
- 13:27and then expand on and so using a
- 13:29method like this helped us to really
- 13:32build the stories that went into
- 13:34the first game that we developed.
- 13:36And it's a it's a method we've
- 13:40used going forward.
- 13:41This is another method that we
- 13:43used which was essentially to help
- 13:45inform the artwork of the game,
- 13:47and so we gave a group of about
- 13:4910 teens disposable cameras and
- 13:50we asked him to go out into their
- 13:53community and take pictures of
- 13:55everything that was important to them.
- 13:57The things that they saw every day,
- 14:00what they wanted to capture.
- 14:02And so they did.
- 14:03And they came back and brought the cameras.
- 14:06And we developed the the photographs.
- 14:08And we talked with him about the photographs.
- 14:10And then all of those images were
- 14:12sent down to Shell games to then
- 14:15be translated into the artwork.
- 14:17And so this was one way again,
- 14:19since our goal has been to create
- 14:21games that are authentic and real
- 14:23to our target audience.
- 14:25This allows us to really take the
- 14:27images right from kids eyes and
- 14:29build it into the artwork as opposed
- 14:31to us being translators of that.
- 14:33It really came from what they saw
- 14:35and what they felt was important
- 14:36and wanted to be captured in the
- 14:39images of this game.
- 14:42And from there you know endless input
- 14:44from them again through focus groups
- 14:46on different design elements you know,
- 14:48did they like the the clothes?
- 14:50This is all you know, artwork that.
- 14:52That Shell games had had drawn,
- 14:55you know the characters look too old.
- 14:57You know one thing about teams that
- 14:59I've learned is that you know they
- 15:02will tell you what they think.
- 15:03And so this allowed us to again bring
- 15:06the artwork back to them and say,
- 15:08did we do OK did we?
- 15:10Did we do it right and have them give that
- 15:13feedback so that it could then be changed?
- 15:16And what all of this ended up in
- 15:19involving in with every game that we do?
- 15:22It's a highly iterative process.
- 15:24It goes back and forth and back and
- 15:26forth between you know our team partners,
- 15:28our game development partners and
- 15:30you can see from here the upper left
- 15:33hand corner is where we started with
- 15:35one of our many games for this game,
- 15:37this first game.
- 15:38And by the end had gone down to the
- 15:41the right lower hand corner to where
- 15:43we landed and what that game that
- 15:47minigame ultimately looked like.
- 15:48So a lot of back and forth,
- 15:51which is absolutely critical so that
- 15:53we at each step we can incorporate
- 15:56our adolescent partners voices.
- 15:59So this was the first game we
- 16:00developed with that funding from
- 16:02the National Institute,
- 16:03Child Health and Human Development
- 16:05called play for Dallas City stories.
- 16:07The origins of that name play forward
- 16:10is really sort of carried through to
- 16:12all of our games or games focused very
- 16:15much on developing future orientation.
- 16:17Helping kids recognize that decisions
- 16:19they make now have an impact now
- 16:22and in their future,
- 16:23and sort of how to think forward.
- 16:26And in this case play forward so that
- 16:29they can develop better decision
- 16:32making skills. Elm City stories.
- 16:34You know,
- 16:35New Haven is the Elm City and
- 16:36these were the stories of kids in
- 16:38New Haven and so it was really.
- 16:40It's a real really.
- 16:41A shout out to New Haven for all of
- 16:43their time and efforts that they put
- 16:45in helping us to build this game.
- 16:49So this is just the home screen
- 16:51of the game again, which is,
- 16:54you know, served as kind of a.
- 16:57You know part of the platform
- 16:59where we you know we end up using
- 17:02or adapting parts of each game to
- 17:05build new games for new populations.
- 17:08New outcomes.
- 17:08You can see these games are highly narrative.
- 17:12The 12 stories at the top going from
- 17:157th to 12th grade are all you know,
- 17:18narrative based.
- 17:19What we called challenge decks as they.
- 17:23Present challenges throughout the
- 17:25different stories that the player
- 17:27has to navigate through and then the.
- 17:29In this case the five mini games at
- 17:31the bottom you can see are really where
- 17:34the kids build skills and are kind of
- 17:38interfacing with the different stories.
- 17:40Games tend to be very short,
- 17:42graphic novel style.
- 17:44And you can see with the mini games you
- 17:47know they are focused on different skills.
- 17:50They are highly sort of repetitive so that
- 17:53they get to practice these skills alot.
- 17:56Refusal power focuses on helping kids go
- 17:58through the sort of science based steps
- 18:01of how to negotiate risky situations,
- 18:03how to refuse in a way that helps him still
- 18:07preserve their place in their social circle.
- 18:11People sense focuses on
- 18:12how to build your network.
- 18:14You know your peer network so that you
- 18:16can keep the people who are really,
- 18:18you know, sort of.
- 18:19You know,
- 18:20maybe the best influence for you or the
- 18:22the best friends for you close to you.
- 18:25And maybe folks were a little bit more
- 18:27risky farther away on the no sense,
- 18:29for example,
- 18:30is really just teaching them information.
- 18:32You know accurate information
- 18:33on different topic areas.
- 18:35And then you can see in the right lower
- 18:37hand corner is a Fast forward button.
- 18:39And at anytime during the game,
- 18:41the player can Fast forward to their
- 18:43epilogue and their epilog is essentially
- 18:46where their character is in the game.
- 18:48At age 30,
- 18:49based on all the decisions that
- 18:52they've made so far in the game,
- 18:54and so they can sort of see this
- 18:57collage if you will, of where.
- 18:59How did decisions that their player has
- 19:01made in the game has impacted their future?
- 19:04They can then go back in the game and
- 19:07make different decisions or change.
- 19:10The actions they take and if you
- 19:12Fast forward again,
- 19:13that will now be reflected in a new epilogue.
- 19:17So it's a very dynamic sort of
- 19:19situation where you can see the
- 19:21relationship between decisions
- 19:22and their impact now and later,
- 19:24and we've carried that through.
- 19:26Also,
- 19:27in some of our other games.
- 19:32So that game took about 18 months.
- 19:34That first game played forwards on
- 19:36city stories, 18 months to develop.
- 19:38We then conducted a randomized
- 19:40control trial working with after
- 19:42school in school based programs
- 19:43in New Haven and Bridgeport.
- 19:45We enrolled 333 teens between the ages
- 19:48of 11 and 14 and we randomize them
- 19:50either to play forward or to a set of
- 19:53control games games that were sort
- 19:55of entertaining and skill building,
- 19:57but had no relevant content.
- 19:59And we followed those kids for
- 20:02two years and collected data.
- 20:04Different time points on a large
- 20:08array of outcomes.
- 20:10I also collected a lot of game gameplay data,
- 20:13which is essentially data collected
- 20:14through the game software,
- 20:16which tells us a lot about what what
- 20:18the player is done in the game and
- 20:21the actions they took or how long
- 20:23it took them to learn something.
- 20:25So that's that's also very rich
- 20:26data and we were able to demonstrate
- 20:28we've thus far looked at the 12
- 20:30month outcomes we started looking
- 20:32at the 24 month outcomes we've
- 20:34been able to demonstrate.
- 20:37Statistically significant and
- 20:38sustained impact in areas such
- 20:40as attitudes and knowledge and
- 20:42are hoping to also be able to
- 20:44demonstrate that with behaviors.
- 20:49And so going from there again,
- 20:51you can hear that you know that
- 20:54process of development takes an
- 20:56extraordinary amount of time, effort,
- 20:58input and so to figure out a system.
- 21:01Again to build this platform where
- 21:03we could then create other games
- 21:06using the assets from a game that
- 21:08we've created to create what we
- 21:11call these Playford spinoffs.
- 21:13Which is really to take again the
- 21:16framework and build out from there so.
- 21:19The first one we did that with
- 21:22is our gameplay test,
- 21:23which focuses on more on health advocacy,
- 21:27helping older teens really learn how
- 21:29to advocate for their own health care,
- 21:32engage in the health care system,
- 21:35and also specifically promoting
- 21:37HIV and sexually transmitted
- 21:39infection testing and counseling.
- 21:41In partnership with school
- 21:43based health centers.
- 21:44So this game was created with funding
- 21:46again from the National Institute of
- 21:49Child Health and Human Development
- 21:51through a phase one anaphase.
- 21:54Two small small business technology
- 21:56transfer research grants and
- 21:58this allowed us again to take the
- 22:01platform of play forward and now
- 22:04build it out to have a new target
- 22:06outcome with in this case an older
- 22:09older group of adolescents.
- 22:11Subsequently,
- 22:12we did similar with our smoke
- 22:14screen game which focuses on
- 22:16vaping and smoking prevention,
- 22:18again in adolescence,
- 22:19and this game was funding both
- 22:22through the FDA and the NIH,
- 22:24and then subsequently,
- 22:25the CVS Health Foundation allowed us
- 22:28to take components of our other games
- 22:31and build it out for this new focus
- 22:34on vaping and smoking prevention.
- 22:36Again,
- 22:36with each of these,
- 22:38starting with focus groups with
- 22:40teens with collecting their stories.
- 22:42That information new our new
- 22:44voice and then obviously the
- 22:46behavioral scientists building
- 22:48out what needed to be sort of the
- 22:52scientific backbone of the new game.
- 22:54And then finally our play smart game,
- 22:57which we just finished development on.
- 23:00This game focuses on both mental health
- 23:03promotion and opioid misuse prevention
- 23:05in teens in school based health centers.
- 23:08Again,
- 23:09this is part of the national.
- 23:12NIH Hnyda heal initiative,
- 23:14which is the helping to end addiction
- 23:16long term initiative and for this
- 23:18program we have developed a very
- 23:20substantial partnership with the
- 23:22National School based Health Alliance,
- 23:24which has been very fruitful in terms
- 23:26of all the different phases of that
- 23:29project which I will talk about.
- 23:31But this gives you sort of an overview
- 23:33of how these games can sort of build
- 23:36off each other and creating new
- 23:39assets in a new new focus in terms
- 23:41of the health outcome that were.
- 23:44Targeting
- 23:47so briefly, this is play test and you
- 23:51can see that we again using the same
- 23:54kind of framework and structure have
- 23:57a home screen which now has its an
- 24:00older age group that we're targeting.
- 24:03So this is now 9 through 12th
- 24:05graders were focused more on health
- 24:08promotion than risk prevention.
- 24:10So instead of having a refusal minigame,
- 24:13we have a persuasion minigame.
- 24:15In other words, developing skills how to.
- 24:18Persuade your peers to do healthy things
- 24:21and in turn kind of reflect that back on
- 24:25yourself in terms of learning skills on
- 24:28how to advocate for your own good health,
- 24:32creating new artwork,
- 24:33news stories again to build this new game
- 24:37playtest has gone through pilot testing,
- 24:39which was very successful in
- 24:42terms of demonstrating sort of
- 24:44the general usability of the game.
- 24:46We also we.
- 24:48Had enrolled 26 teenagers in the pilot
- 24:51study and followed them for about 6
- 24:54weeks and within that six weeks actually
- 24:57two teens who had not been tested
- 25:00for HIV went and got tested for HIV.
- 25:04So obviously very small numbers,
- 25:06but sort of preliminary impact.
- 25:08We then subsequently just completed
- 25:10a randomized control trial with
- 25:13about 300 teenagers in school based
- 25:16health centers in Connecticut to
- 25:18test the efficacy of play test.
- 25:20And remarkably,
- 25:22despite the pandemic actually
- 25:24were able to complete.
- 25:27Six month outcomes,
- 25:28which was our target outcome period
- 25:31and 92% of our participants,
- 25:33so that was that was a challenge, but.
- 25:37But we met it.
- 25:40And then smokescreen as I mentioned,
- 25:42is the game that we developed with
- 25:45support from the NIH and from the
- 25:48CVS Health Foundation that focuses
- 25:50on vaping and smoking prevention.
- 25:53All of our games are available on the web.
- 25:56Smoke screen is also available on both
- 25:58of the app stores and in part because
- 26:01of our partnership with CVS Health and also,
- 26:04I think because of the game
- 26:06being on the app stores,
- 26:08we have to date reached about 250,000 teams.
- 26:12With smokescreen.
- 26:15And smokescreen is part of CVS Health.
- 26:19Be the first tobacco free generation.
- 26:21Their focus on really providing
- 26:24education and prevention
- 26:25interventions around smoking and
- 26:27then subsequently vaping this game.
- 26:30You know,
- 26:31went through a number of different
- 26:34iterations really just to keep up with
- 26:37the evolving epidemic that E cigarettes
- 26:40and vaping became so we had to continually,
- 26:44you know.
- 26:44Seemed content an update things
- 26:46to just keep keep with what was
- 26:49happening in the world around us.
- 26:54And I focus a lot about,
- 26:56you know on on the development process,
- 26:59which is obviously key
- 27:01and very labor intensive.
- 27:02But we also do evaluate
- 27:04these games rigorously.
- 27:06We've now conducted two large scale
- 27:08randomized control trials as well
- 27:10as a large field study and with the
- 27:13upcoming play Smart Game we will
- 27:15also conduct a randomized control
- 27:17trial so to be able to demonstrate
- 27:20the impact in the areas of attitudes,
- 27:23knowledge, behaviors, intentions.
- 27:24Self efficacy is absolutely critical.
- 27:27Again, the focus of serious games is not
- 27:30only that they are fun and engaging,
- 27:32but that they actually accomplished
- 27:34something, and so we we focus on,
- 27:37you know,
- 27:38evaluating those in you know those
- 27:40outcomes and doing it for a long
- 27:43enough period of time that we can
- 27:45actually capture that impact.
- 27:50The other part of this though,
- 27:52as I mentioned, you know the these.
- 27:54These digital tools need to be
- 27:56engaging and they need to be fun.
- 27:58Is that we also collect a lot of
- 28:00data on the gameplay experience.
- 28:02We want to make sure that kids in
- 28:05these studies are playing games
- 28:06and also find out just what they,
- 28:09what their experience has been.
- 28:10So this is data we we pretty much
- 28:13collect this data on each of our games.
- 28:15This is data from the first
- 28:18play forward game.
- 28:19And you can see they played.
- 28:21This is over a course of about six weeks,
- 28:24paid on average,
- 28:25about 10 hours over 10 sessions.
- 28:27So about an hour per session an when
- 28:29we talked to the kids who were in the
- 28:32play forward arm about their experience.
- 28:34The majority of them talked with
- 28:36their friends about the game.
- 28:38The vast majority of of them,
- 28:40like the way the game look,
- 28:42enjoy playing the game and thought
- 28:44it was challenging reported that
- 28:46they felt responsible for the
- 28:47choices they made in the game,
- 28:49which is really critical in
- 28:51terms of trying to make.
- 28:53That translation between kind of the
- 28:55virtual experience and their real world.
- 28:58And similarly close to 80% reported
- 28:59that they would make decisions in real
- 29:02life as they had made them in the game.
- 29:04Again with this focus on.
- 29:06We want to see their healthy decision
- 29:10making move from the game too.
- 29:12Go to the real world.
- 29:17We further just looked and this is
- 29:19this is an area that I think deserves
- 29:21a huge amount of exploration just to
- 29:24sort of really drill down a little bit
- 29:26more on how to tailor these games in
- 29:28a way that they'll be most effective.
- 29:30So we looked at some gender differences
- 29:32and again this was really just sort
- 29:34of a first pass and again with the
- 29:36Playford game we found that girls
- 29:38were more likely to report that
- 29:39they would play the game again.
- 29:41This is girls versus boys were more
- 29:43likely report that they like the game.
- 29:45And were more likely to report that
- 29:47they tell their friends about the game.
- 29:49Interestingly,
- 29:50boys reported that they felt more
- 29:51connected to the character characters
- 29:53in the game and also reported
- 29:55there were more likely to report
- 29:57being frustrated with the game.
- 29:58So I think it's it's an interesting.
- 30:01There's a.
- 30:02There's a whole area in game design that
- 30:05focuses on games being challenging enough
- 30:09and frustrating enough in a good way.
- 30:12So that but not not too much so,
- 30:14so that they're not too easy,
- 30:16and they're not too hard,
- 30:18so some of this feedback was
- 30:19really interesting,
- 30:20and I I found particularly that it was
- 30:22interesting to see that that the boys felt
- 30:25more connected with their characters.
- 30:27And something to potentially
- 30:29build on in future interventions.
- 30:32So notably, we as I mentioned,
- 30:34we, you know,
- 30:35we really do focus on getting our work
- 30:38out there and not only the outcomes,
- 30:40but also the process.
- 30:42So we have published extensively
- 30:43on our process and extensively
- 30:45on our outcomes to really,
- 30:47you know,
- 30:48be able to describe some of the
- 30:50models that we've created on how
- 30:52to design and develop these games,
- 30:55as well as how to evaluate them.
- 30:57And I feel like that has made a very
- 31:00important contribution to the to the field.
- 31:03That is,
- 31:03you know really been expanding and becoming,
- 31:06you know,
- 31:07much more prominent in the area
- 31:10of serious games.
- 31:12So I'm going to talk a little bit
- 31:15specifically about our most recent game,
- 31:17which is play smart,
- 31:18which is funded by night I,
- 31:20which I mentioned before with
- 31:21because we were deep in the
- 31:23throes of this specific game.
- 31:25I also have to say that you know
- 31:27I before I started working.
- 31:2912 years ago,
- 31:31really focusing my my research on
- 31:33prevention with a younger population I spent.
- 31:36A number of years doing
- 31:39clinical research with adults.
- 31:41More ranch treatment models and
- 31:44specifically treatment models
- 31:45regarding substance use disorders
- 31:47and very specifically opioid use
- 31:49disorder and so to be able to
- 31:51do this work as part of the heel
- 31:53initiative was really quite frankly,
- 31:55a dream come true for me because
- 31:58this is an area that I really wanted
- 32:01to focus on for many, many years.
- 32:04In terms of designing and developing
- 32:06an intervention around preventing
- 32:08opioid misuse in a younger population.
- 32:10So this is play smart.
- 32:12This is our most recent game,
- 32:15again funded through the National Institute
- 32:17on Drug Abuse and their Heal initiative,
- 32:20and this is a five year grant looking
- 32:22at preventing initiation of opioid
- 32:24misuse in adolescence in conjunction
- 32:26with school based health centers.
- 32:28And as you'll see,
- 32:30it's sort of a multi phase fairly complex.
- 32:34Proposal and has been going along
- 32:37actually pretty well to date,
- 32:39so this is this is play smart and the
- 32:43game we finished development of the game.
- 32:47In April and so we are now
- 32:49moving into the next phase,
- 32:51which I will discuss,
- 32:53but again, as I talked about,
- 32:55we started with the formative work
- 32:57and this game was no different,
- 33:00so we had the joy of starting our
- 33:03formative work in the you know,
- 33:05at the beginning and through the height or
- 33:08one of the heights of the COVID-19 pandemic.
- 33:12So this work began in February of 2020.
- 33:16And we ultimately ended up conducting
- 33:18all of the most, if not all,
- 33:21of this work virtually, which is a real.
- 33:25You know a real kudo to my team for being
- 33:28able to complete so much work under
- 33:31obviously such challenging circumstances
- 33:33that we all had to function under.
- 33:36So this formative work was completed
- 33:38between February and June 2,
- 33:402020.
- 33:41We conducted 16 focus groups
- 33:43with a total of 84 participants.
- 33:46That included seven focus groups
- 33:48with adolescents who reported
- 33:49not having tried opioids before.
- 33:511 focus group with prevention specialists
- 33:53who are folks who were now working in
- 33:56the prevention field but also many of
- 33:59them were in recovery by Focus Group
- 34:01with school based health alliance.
- 34:03Our national partner,
- 34:04adult affiliates and three with.
- 34:07School based Health Alliance youth leaders.
- 34:10And then we also conducted 6
- 34:12interviews with providers who were
- 34:14working with patients who were in
- 34:17treatment for opioid use disorder.
- 34:20And you know this ended up being a
- 34:24very compelling and rich experience.
- 34:27The idea of sort of talking with
- 34:29adolescents who had not tried
- 34:31opioids and could sort of be looking
- 34:34forward and thinking somewhat.
- 34:36Sort of theoretically about
- 34:38what struggles there might be.
- 34:40But then speaking with prevention
- 34:42specialists who were, you know now,
- 34:44young adults and adults who really,
- 34:46you know where they you know
- 34:49they contributed,
- 34:50was to be able to share with us.
- 34:53You know,
- 34:54their stories an what they had gone through,
- 34:57an what they might.
- 34:58Say to their their former 16 year old
- 35:02self so that we were really sort of
- 35:05able to capture stories going forward.
- 35:08Stories going back,
- 35:09talking to younger folks,
- 35:11older folks, and so this.
- 35:13This provided incredibly
- 35:14valuable formative work,
- 35:15and I'm I'm very grateful to those folks,
- 35:18for you know, for participating
- 35:21and sharing their stories with us.
- 35:24This allowed us to identify
- 35:26these nine salient themes,
- 35:28which included things such as,
- 35:30you know, really helping you know.
- 35:34Kids to be able to identify
- 35:36opioids and what they were
- 35:38what their risk of harm was.
- 35:40What kids believe their
- 35:41risk of harm was a specific
- 35:43focus on prescription opioids.
- 35:45Different modes of learning that might be.
- 35:48You know, most important for for this.
- 35:51For this game the accessibility of opioids.
- 35:53Reasons to miss you to music misuse,
- 35:56opioids issues around mental health and
- 35:58support systems and in place and then.
- 36:01Sort of general ideas around how
- 36:03a video game might address and
- 36:06capture all these different themes.
- 36:11And so where we landed was obviously
- 36:13on a on a, you know a dedicated focus
- 36:16on addiction and and also a very
- 36:19substantial focus on mental health.
- 36:21You know as we know these these travel
- 36:24together and it did not feel like we
- 36:27could address issues around substance
- 36:29misuse and an addiction and not have a
- 36:32heavy focus on mental health as well.
- 36:34And so play smart again is focused
- 36:37on preventing opioid misuse in
- 36:39adolescence and is grounded in.
- 36:41Theory of planned behavior,
- 36:43social learning theory,
- 36:44self efficacy and message framing,
- 36:47and these were the stories and many
- 36:50games that we ended up with based
- 36:53on all of that formative work based
- 36:56on the literature science to date,
- 36:59and the stories.
- 37:00Again, as with all of our games,
- 37:03make up the narrative content,
- 37:05we have a story on sort of discussions
- 37:09with the dentist about paying.
- 37:11Management and wisdom tooth extraction,
- 37:14which is a very common way that
- 37:17kids are introduced to opioids.
- 37:19After a dental procedure.
- 37:21Story on peer to peer relationships and
- 37:25dealing with a friend who is struggling
- 37:28with a possible problem with addiction.
- 37:32Substance use in the setting of a
- 37:35party scene concerns about substance
- 37:36use in a more intimate relationship.
- 37:39A love relationship.
- 37:41Concerns about misuse and overdose
- 37:44specifically around family members,
- 37:46who you know are taking medications
- 37:50for medical reasons.
- 37:52And then a focus on mental health
- 37:55specifically around helping.
- 37:57Uh, sort of helping.
- 37:59Advocating for yourself when you
- 38:01when you need to have some have
- 38:03some mental health help and so
- 38:06those are stories are mini games,
- 38:08which typically are based
- 38:10in powers and senses.
- 38:11Focus on skill development and so we
- 38:14have one that focuses on assessing
- 38:16risk and perception of a risk of harm.
- 38:19One on managing stress,
- 38:21one on knowledge and sort of
- 38:23factual information and interactive
- 38:25game using social media to.
- 38:27Sort of.
- 38:28Help kids learn how to ask and
- 38:30answer questions and also how to do
- 38:33that in a non stigmatising manner.
- 38:36Future sense,
- 38:37which again helps build this sort
- 38:39of sense of future orientation
- 38:41and then refusal power.
- 38:43Again,
- 38:43sort of how to negotiate or
- 38:47refuse risky situations.
- 38:49And so this is play smart was went
- 38:52through development between April 2020.
- 38:54In March 2021.
- 38:55Again a huge shout out to my team
- 38:58who kind of lived and breathed
- 39:00us for 24/7 for that time period
- 39:03and and you can see the stories
- 39:05that circle the character that you
- 39:07know that the player can create.
- 39:09And then the skill based mini games.
- 39:14And so this is sort of the
- 39:17home screen of play smart.
- 39:20So this is where we go from here.
- 39:23As I mentioned,
- 39:25this is a complex and comprehensive project.
- 39:28We finished game development.
- 39:29We conducted a pilot study in April,
- 39:33so last month with 33 adolescents
- 39:35this was actually done nationally,
- 39:37all virtually and we had those
- 39:40in groups pilot test the game,
- 39:43provide feedback.
- 39:43There were nine playtesting
- 39:45groups that were conducted,
- 39:47and rate range in length from.
- 39:50Hour and a half to 4 1/2 hours.
- 39:53So we will then take that
- 39:55feedback from the pilot study.
- 39:57We've also received very solid
- 39:59feedback from partners at
- 40:00the night of Science Policy.
- 40:02Branch Ann will package it out.
- 40:04That feedback to give to Shell
- 40:07games will modify the game.
- 40:09Provide us with a final game by July.
- 40:13And then we'll begin to randomized
- 40:15control trial in September of this
- 40:18year where we will enroll 532
- 40:20adolescents from 10 Connecticut High
- 40:22School School based health centers to
- 40:25evaluate the efficacy over two years
- 40:27through a randomized control trial.
- 40:29At the same time,
- 40:31we are in the process of
- 40:33recruiting 15 high school school
- 40:36based health centers nationally.
- 40:38So and diversely in terms of
- 40:40different from different geographical
- 40:42locations with different populations.
- 40:45Areas that have a different
- 40:47experience around the opioid,
- 40:49epidemic and will work with those
- 40:53partners around implementation strategies
- 40:55for implementing the game in their sites.
- 40:58Collecting specifically using an
- 41:00implementation science framework
- 41:02to collect data around successful
- 41:05implementation strategies and at the
- 41:07same time will also be collecting cost.
- 41:10Data to do an economic evaluation.
- 41:12This is all in conduct conjunction with
- 41:15the other nine prevention research projects.
- 41:17Anna Coordinating Center that is
- 41:19coordinating all of these projects
- 41:22so we will have a lot of overlapping
- 41:24data with the other nine programs
- 41:26and harmonize that data so it
- 41:28should be a very rich data set.
- 41:33So this is kind of where we've landed with.
- 41:37Again with this building.
- 41:39This play forward prevention platform and.
- 41:42Creating these games,
- 41:43building 1 after an off of the one
- 41:46before with different outcomes,
- 41:48different age groups and has,
- 41:50you know, allowed us to do this
- 41:53somewhat economically and stealthily,
- 41:55but also really taking the assets
- 41:57from each game and building
- 42:00off to create the next.
- 42:02And, you know,
- 42:03even better game intervention.
- 42:07So just to conclude,
- 42:08so I think we have found that video games
- 42:11are engaging in delivering risk prevention.
- 42:13Health promotion meeting teams where
- 42:15they are and where they want to be,
- 42:17which really has felt like 9/10 of the
- 42:20battle is to just meet them where they are.
- 42:23The play forward prevention platforms
- 42:25terms is an effective and sustainable
- 42:27program for developing new game
- 42:29interventions to target new outcomes.
- 42:31New populations in new settings.
- 42:34And I think our games uniquely
- 42:36target some of the most critical
- 42:38health outcomes in adolescence.
- 42:39There's obviously many other places to go,
- 42:41which I will also share with you
- 42:43quickly and lend themselves to further
- 42:45modification to address the issues,
- 42:47these issues and others in adolescence
- 42:49in different parts of the country
- 42:52in different parts of the world.
- 42:54And so some of the next steps and
- 42:57again thinking about different areas.
- 42:59So we're looking at focusing on
- 43:01substance use and mental health
- 43:03promotion and specifically around
- 43:05suicide prevention and adolescence.
- 43:07We were looking at the impact
- 43:09of family connectedness,
- 43:10race,
- 43:11ethnicity on adolescent substance use
- 43:12and also sort of interesting Lee.
- 43:15The use of digital biomarkers
- 43:17potentially derived from the gameplay
- 43:19data we collect as a predictive
- 43:21tool for adolescent substance use.
- 43:23We are looking to create a video
- 43:25game intervention around race,
- 43:26ethnicity and the impact
- 43:28on health disparities.
- 43:30And also looking at the impact of board
- 43:32games and specifically the most recent
- 43:35one play smart on stigma around mental
- 43:37health and addiction in adolescents.
- 43:40And could these games be really used
- 43:42as a way to destigmatize some of this
- 43:45content and these topics with adolescents
- 43:48an with adults who work with adolescents?
- 43:51And then finally we are looking to
- 43:54adopt and implement our smokescreen
- 43:57game for tobacco use in Kenyon
- 43:59High School adolescence.
- 44:01So let's do and not enough hours in the day,
- 44:05but just wanted to say thank
- 44:07you to all of our partners.
- 44:09Again,
- 44:10this is a major team effort,
- 44:12could not be done without,
- 44:14and it's been incredibly rewarding
- 44:16and an and fun to do this so.
- 44:19And thank you to all of you for listening.
- 44:27Thank you so much.
- 44:33Would you mind?
- 44:36Would you mind Lynn just stopping
- 44:38your share so that people come?
- 44:41Come on line, if they want I
- 44:43see at least one of your many,
- 44:46many collaborators on the screen.
- 44:48So maybe that collaborator wants to speak.
- 44:53Gucci I'm looking at you.
- 44:59Thank you for putting
- 45:00me on the spot.
- 45:07It's been an incredible year, I think.
- 45:10Working with Lin and trying to
- 45:13develop research interests and just.
- 45:15I'm using games as a platform
- 45:17of meeting kids where they are.
- 45:23And thinking about this whole
- 45:25potential of what we can do
- 45:27with the with the game data,
- 45:29how can we incorporate the
- 45:31things that we know are useful in
- 45:34terms of family relationships?
- 45:37And how can we understand how those
- 45:39can help us with engaging youths and
- 45:41also addressing some of the risk
- 45:44that exists at the family level?
- 45:46So those are some of the things that I
- 45:49will be looking to understand with Lin.
- 45:52Mentoring the other thing that
- 45:54we're thinking about is that you
- 45:56know we get a lot of information.
- 45:59From the way from from kids
- 46:01playing their games and.
- 46:03Can we use that information to think about?
- 46:07When we might be able to like
- 46:09catch kids early and develop
- 46:11and deliver early intervention.
- 46:13So Lynn was talking about the
- 46:15idea of digital biomarkers.
- 46:17And how what kids do on
- 46:20their games might represent?
- 46:24Cognitive deficits, for example.
- 46:27And how that might help us to
- 46:29identify kids who are immediate
- 46:30risk and deliver intervention.
- 46:32So it's very exciting and I'm
- 46:34looking forward to all the things
- 46:36that we might be able to like.
- 46:38Learn from this process.
- 46:43Thank you Jay, and I mean I think one of
- 46:45the best parts of this work is learning
- 46:48like Blue Jays taught me so much.
- 46:50So you know, you gotta keep learning
- 46:52and it's it's just great to be able to
- 46:55work with folks that that teach you.
- 46:57Things that are not your area of expertise
- 47:00on that is a constant experience,
- 47:02which is wonderful.
- 47:06When I I see on the screen,
- 47:08dear friend of the Child Study Center,
- 47:10who we don't see often.
- 47:11She's in the library very studiously.
- 47:14So Hillary, do you want to say
- 47:16something and so great to see you?
- 47:20Well, thanks for the call out.
- 47:24But but that was a great presentation.
- 47:27Len, and it's been really exciting to
- 47:29start to work with you and Claudia around
- 47:32some of the suicide prevention work.
- 47:34That's something I've you know,
- 47:36collaborated with Andreas and others
- 47:37in the Child Study Center on as well.
- 47:40I don't know if you wanted to
- 47:42say a word about that or.
- 47:46Yeah, I mean I think it's it's.
- 47:48And again I think the the what I found so
- 47:51rewarding about this work is is really,
- 47:54you know, is creating this space
- 47:56where people can bring their areas of
- 47:59expertise and interest so you know Uche,
- 48:01you know, bringing sort of her expertise
- 48:04around family you know and you know.
- 48:06And then digital biomarkers which
- 48:08I had not even known about.
- 48:10You know to to to use this platform to
- 48:13explore those things or Claudia, you know.
- 48:16Claudia Fernandez,
- 48:17who's in my lab for the last
- 48:20almost four years now,
- 48:21who is very focused on mental health
- 48:24and suicide prevention and again to
- 48:27bring her expertise to this platform
- 48:29to think about building a game
- 48:31that could really help you know,
- 48:34provide you know information and skill
- 48:36building for younger teens around, you know,
- 48:39you know around suicide prevention,
- 48:41how to you know?
- 48:42You know how to help peers or how to
- 48:46advocate for yourself so so it's really,
- 48:48you know.
- 48:49Sort of feels limitless in terms of
- 48:52where the applications can come from,
- 48:55but having people who have their
- 48:57own interests and expertise
- 48:58is absolutely invaluable,
- 48:59because with Claudia you know a shout out.
- 49:02I don't know if she's she's on this call,
- 49:06but her her experience in education.
- 49:09It is really I found, really,
- 49:11you know, remarkably helpful and
- 49:13informative and really valued in this.
- 49:16Right, right and again that you know
- 49:19it comes back to that collective brain.
- 49:21As you know, I I,
- 49:23I think I've ended up seeing myself
- 49:25as a really fabulous organizer.
- 49:27You know, like I'm really good at
- 49:29nagging and organizing people,
- 49:31but everybody else brings in these,
- 49:33you know these assets that.
- 49:35You know that just make it,
- 49:37you know, make it happen.
- 49:39Honestly, you know,
- 49:40make it happen and happen well so
- 49:42it's been great to be a part of it.
- 49:47Thank you.
- 49:50Other questions. Doctor
- 49:53Cardona you had texted me a question. Do you
- 49:56want to share it? Sure, Lynn.
- 49:59It's just so inspiring to see your
- 50:01work evolve in just this astronomical,
- 50:04impactful manner.
- 50:05In such a short period of time,
- 50:07it might feel for you like,
- 50:10well over a decade.
- 50:12But it feels like a blink
- 50:14from where where you began,
- 50:16an and the tremendous mental health
- 50:18and health impact that you're having,
- 50:21and particularly impact in terms of health.
- 50:24Equity, so I want to also let the group
- 50:28know that your Co director Kim safety,
- 50:32you know she.
- 50:33She's also a wonderful,
- 50:35wonderful partner and collaborator and Xi'an.
- 50:38I an address an Rebecca Kennedy
- 50:41are in the very baby steps of
- 50:44creating a prototype for a
- 50:46game to teach little children,
- 50:49DBT skills and as you might know,
- 50:53DBT is a very inaccessible.
- 50:55Form of treatment.
- 50:56It's a very effective form of treatment,
- 50:59but it's a high intensity,
- 51:01high requirement form of
- 51:03treatment has barriers to access,
- 51:05and so by exploring the gaming
- 51:07format we hope we can really tackle
- 51:09this problem of dissemination,
- 51:11and particularly for little children,
- 51:13DBT was developed for adolescents
- 51:15an as adults.
- 51:16As you well know,
- 51:18and so we're looking to adapt DBT for
- 51:21little children within our settings,
- 51:23we're going to try with the most.
- 51:26Challenging populations that we
- 51:27hope to pilot on Winnie one and
- 51:30also our Children's Day hospital.
- 51:32So we're going to start with the most
- 51:35challenging children we can imagine,
- 51:37and we're really excited to partner
- 51:40with you and Kimberly on this project.
- 51:43And also a shout out to the Yale
- 51:45Child Study Center Faculty Development
- 51:47Fund that has provided some seed
- 51:50money for this project as well.
- 51:52So all good stuff is coming to you,
- 51:56Lyn falleen
- 51:58well and and Full disclosure Laurie
- 52:00and I have been best friends forever,
- 52:02but but no I I agree with you and I think
- 52:06that I mean that is so exciting right?
- 52:09To think about that application.
- 52:11I mean there there really is no limit
- 52:13and and I think the notion of really
- 52:16reaching kids that you know are are
- 52:18really challenged and hard to reach.
- 52:21You know, is I mean,
- 52:22that's that's what we're here for, right?
- 52:25So that is just that's fabulous.
- 52:27And the application is just.
- 52:30Is so important and I think
- 52:33has such potential so.
- 52:35Now think teaching self
- 52:37regulation through gaming.
- 52:40Exactly exactly exactly. Hi
- 52:44Lynn, I want to make a comment and then
- 52:47I'm on on the batters mount is Ravi Anand
- 52:50who just wrote a question but he'll turn
- 52:53his camera on and he'll ask it himself.
- 52:56But let me just make a comment
- 52:59following up on what Lori said,
- 53:01we're doing a lot of work in simulation,
- 53:04not game simulation but patient human
- 53:06simulation kind of work and we've
- 53:09started also dreaming together with.
- 53:11Kim and we were talking before we started
- 53:13with Bernice Escolhido in Indiana,
- 53:15who's a major player in the area of
- 53:17stigma and with other colleagues
- 53:19about how to bring the work that
- 53:21we're doing in simulation and large
- 53:24randomized control trials.
- 53:25Together with gamification,
- 53:26I haven't quite figured the equation,
- 53:28but I know that there's a lot there
- 53:31because we know that kids get so into
- 53:34these games and the way that we can make it.
- 53:37And if I had time,
- 53:39I would ask you, but I'll just.
- 53:42Plug it in your in your ear.
- 53:44You know I was delighted to
- 53:46see your partnership with CVS.
- 53:47I've always wondered about what about
- 53:50partnering with the guys who really
- 53:52have the big bucks to do games.
- 53:53What about with?
- 53:54You know,
- 53:55I'm not hip enough to know what's
- 53:57the game right now,
- 53:58but what about those guys who
- 54:00have infinite money and then bring
- 54:02this mental health component so
- 54:04it might be my little question
- 54:06if I may? Yeah, no. And I I may. I may,
- 54:09I may shift you to a slightly different.
- 54:12Approach to that and it's it's.
- 54:14It's funny 'cause I actually was speaking
- 54:16to her, a writer from The Washington
- 54:19Post this morning about all of this
- 54:21and he asked the question which I've
- 54:23been asked a number of times before.
- 54:25Which is, you know,
- 54:27could you just take this content
- 54:29and this approach to sort of health?
- 54:32An you know health,
- 54:34education and and build it to one
- 54:37of these wildly popular games.
- 54:39You know, like Fortnite, or you know.
- 54:44Grand Theft Auto or whatever,
- 54:46so actually sort of take, you know,
- 54:48take the vehicle of a very popular game and.
- 54:52You know, embedded it almost subliminally.
- 54:54Some of these you know,
- 54:55positive health components,
- 54:56and so you know.
- 54:57I actually got off that call
- 54:58with him this morning,
- 55:00and I was saying my nephew
- 55:01works for Epic Games,
- 55:02which is a one of those big
- 55:04game companies thinking, well,
- 55:05maybe I could get.
- 55:06Maybe I can get him to do that,
- 55:09but I think what you're saying is sort of
- 55:11so that's one way where you'd actually
- 55:13take their game is kind of a delivery
- 55:15vehicle for what you want to get out there,
- 55:17but the flip side is sort of,
- 55:19you know,
- 55:20with those with those types of companies.
- 55:22Be interested in and putting funding
- 55:25and effort towards actually some
- 55:27of this game development work.
- 55:29And it's you know,
- 55:30it's hard to know.
- 55:31I think part one of the challenges is that
- 55:34those games really do take can take years
- 55:36and years and years to develop and cost,
- 55:38you know,
- 55:3910s of 20s of millions of dollars.
- 55:41But I think there is, you know,
- 55:43I think there's room for
- 55:45that type of collaboration.
- 55:47So more to come.
- 55:48Thank you I.
- 55:49I think that our final
- 55:51question comes from Ravi and,
- 55:52and so Robbie take it away.
- 55:54Thank you so much
- 55:55for that. That was such a great
- 55:57presentation and it's an area
- 55:59that I'm going for
- 56:00then I it. Seems like
- 56:01you guys have really succeeded at
- 56:03making these games fun to
- 56:04play, which I think that's incredible,
- 56:06because if I
- 56:07think back to my adolescence,
- 56:08in teen years, I would be automatically
- 56:10suspect of anything that was.
- 56:13Love me by authority, figures,
- 56:15and especially that you know,
- 56:16dealt with anything that you know we're
- 56:18trying to teach me a lesson about how to
- 56:20live differently that would, you know.
- 56:22I wouldn't want to have anything
- 56:24to do with it, so obviously you
- 56:26guys have really succeeded there,
- 56:27and I, you
- 56:28know, I think we've
- 56:29we've had good insight into all you've
- 56:31done with the aesthetics, etc. You know,
- 56:33to kind of appeal to that group,
- 56:35but I wonder if kind of
- 56:37like you alluded to the.
- 56:39Frustration to ease ratio like
- 56:40what other things have you done
- 56:42to make these like fun for
- 56:44kids to just engage with in
- 56:46the moment you know?
- 56:48Yeah, yeah, and so that's that's a great
- 56:51question and I think that that is why
- 56:54you know we really have partnered with,
- 56:57you know, a company like Shell Games who
- 56:59is a commercial game developer who's
- 57:02developed games for Microsoft for Disney.
- 57:05And because I I sort of defer to them
- 57:08for those those parts of things right is
- 57:12really the game design and so that they.
- 57:16They do know the the strategies to
- 57:18make it fun and engaging an and
- 57:20bringing kids you know kids want to
- 57:22keep playing and want to come back and
- 57:25that's that's really a major role that
- 57:27they play is the mechanics you know.
- 57:29And they they have crafted mechanics
- 57:31that accomplished just that.
- 57:33So that's sort of I think,
- 57:35the most you know and in part
- 57:37also you know along the way.
- 57:39Playtesting with kids and have
- 57:41having kids give that feedback to
- 57:44sort of be able to say Oh well.
- 57:46You know this doesn't really work.
- 57:47They really are. Co designers,
- 57:49so between Shell games and input from teams.
- 57:52I think they sort of are the ones
- 57:56who really keep that covered so.
- 57:58Does that answer?
- 58:00Question, yeah, it's.
- 58:01It's just really it is.
- 58:03It is challenging to figure
- 58:04out how to marry those things,
- 58:07especially when they're serious.
- 58:08You know, somewhat sobering, so to speak.
- 58:10Topics you know that.
- 58:12I mean, in our current game,
- 58:14we have an overdose scene.
- 58:17And you have to figure out how to make
- 58:19that you know it can't be gratuitous.
- 58:22It can't be over the top.
- 58:23It has to be sensitive,
- 58:25but it also has to drive home the message.
- 58:28So it's it's a very.
- 58:29It's a very fine balance, so.
- 58:31Uhm,
- 58:32and to disclose if anyone wants
- 58:35to play any other games just.
- 58:39Just reach out 'cause we can.
- 58:41We can give access very easily,
- 58:43you know through logins and are happy to
- 58:46share that so very proud of our gains.
- 58:49As
- 58:50you should be, thank you so
- 58:52much Linda. In a pleasure.